MysteriousUser94
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[SIZE=+2]Introduction[/SIZE]
Hi, I present one of the first scripts that uses the RGSS Linker !This script is a rewrite of Audio module to use the C/C++ functions coded in the RGSS FmodEx.dll and RGSS Linker.dll DLLs.
RGSS FmodEx.dll depends on fmodex.dll, therefore to avoid the dependences problems, I included the file in the following archive : https://www.mediafire.com/download/jrlci7hwh5z0zhe/Fichiers+DLL+FmodEX.zip
You must paste these files in your project's root and everything should be fine.
Update of the DLL :
https://www.mediafire.com/file/knt7ran4nhbw0sq/RGSS_FmodEx.dll
https://www.mediafire.com/file/vj64d7cuwj2ct27/fmodex.dll
Note : This files were analysed by Kapersky and doesn't contain viruses, if a virus is found by your antivirus, it's a false positive.
The RGSS Linker is a bit special, it links RGSS functions in dynamic way by using static metric. Some AV such as Avast have difficulties with that and panick for nothing.
[SIZE=+2]Contents[/SIZE]
Here are links to the different parts of this post :¤ [alink id="rgsslinker"]RGSS Linker Script[/alink id]
¤ [alink id="audio"]Audio (FmodEx) Script[/alink id]
¤ [alink id="sound"]FmodEx::Sound class methods[/alink id]
¤ [alink id="fmodex"]FmodEx module methods[/alink id]
¤ [alink id="credits"]Credits[/alink id]
[SIZE=+2]RGSS Linker script[/SIZE]
This script permit to define the necessaries methods for the good function of the next script.Your project must use RGSS104E.dll for that script function properly.
Code:
#===
#RGSS Linker (Kernel)
# Function that helps the load of extentions using RGSS Linker.
#---
#© 2015 - Nuri Yuri (塗 ゆり)
#===
module Kernel
unless @RGSS_Linker #>To avoid the RGSS Reset problem
@RGSS_Linker = {:core => Win32API.new("RGSS Linker.dll","RGSSLinker_Initialize","p","i")}
Win32API.new("kernel32","GetPrivateProfileString","ppppip","i").call("Game","Library",0,lib_name = "\x00"*32,32,".//Game.ini")
raise LoadError, "Failed to load RGSS Linker." unless(@RGSS_Linker[:core].call(lib_name)==1)
lib_name = nil
module_function
#===
#>Kernel.load_module
# Helps to load a RGSS extension
#---
#I : module_filename : String : Name of the file which contains the extension
# module_function : String : Name of the function that will load the extension
#===
def load_module(module_filename, module_function)
return if @RGSS_Linker[module_filename]
mod = @RGSS_Linker[module_filename] = Win32API.new(module_filename, module_function, "", "")
mod.call
end
end #>unless @RGSS_Linker
end
[SIZE=+2]Audio module Script (FmodEx)[/SIZE]
This script must be placed after the RGSS Linker script otherwise it won't work.
Code:
#===
#Audio (FmodEx)
# A rewrite of Audio module to integrate FmodEx
#---
#© 2015 - Nuri Yuri (塗 ゆり)
#© 2015 - GiraPrimal : Concept of LOOP_TABLE
#---
#Script written by the menbers of the Community Script Project
#===
module Audio
LOOP_TABLE = [
# [ "Audio/xxx/File_name", begin, end ]
# Add here
# Note : Renember to add a comma after each ]
# (except for the last line and the below ]).
]
#---
#>Puts the file names in lowercase to improve the search
#---
LOOP_TABLE.each do |i| i[0].downcase! end
unless @bgm_play #>To avoid the RGSSReset problem
#===
#>Load and initialize FmodEx
#===
Kernel.load_module("RGSS FmodEx.dll","Init_FmodEx")
::FmodEx.init(32)
#---
#>Indication of the default lib'
#---
@library = ::FmodEx
#---
#>Saving the RGSS functions
#---
@bgm_play = method(:bgm_play)
@bgm_fade = method(:bgm_fade)
@bgm_stop = method(:bgm_stop)
@bgs_play = method(:bgs_play)
@bgs_fade = method(:bgs_fade)
@bgs_stop = method(:bgs_stop)
@me_play = method(:me_play)
@me_fade = method(:me_fade)
@me_stop = method(:me_stop)
@se_play = method(:se_play)
@se_stop = method(:se_stop)
#---
#>Volumes definition
#---
@master_volume = 100
@sfx_volume = 100
#===
#>Extensions supported by FmodEx
#===
EXT = ['.ogg', '.mp3', '.wav', '.mid', '.aac', '.wma', '.it', '.xm', '.mod', '.s3m', '.midi']
#===
#>Creation/definition of the functions
#===
module_function
def bgm_play(file_name, volume = 100, pitch = 100)
volume = volume * @master_volume / 100
return @bgm_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
filename = check_file(file_name)
bgm = ::FmodEx.bgm_play(filename, volume, pitch)
loop_audio(bgm, file_name)
end
def bgm_fade(time)
return @bgm_fade.call(time) if(@library != ::FmodEx)
::FmodEx.bgm_fade(time)
end
def bgm_stop
return @bgm_stop.call if(@library != ::FmodEx)
::FmodEx.bgm_stop
end
def bgs_play(file_name, volume = 100, pitch = 100)
volume = volume * @sfx_volume / 100
return @bgs_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
filename = check_file(file_name)
bgs = ::FmodEx.bgs_play(filename, volume, pitch)
loop_audio(bgs, file_name)
end
def bgs_fade(time)
return @bgs_fade.call(time) if(@library != ::FmodEx)
::FmodEx.bgs_fade(time)
end
def bgs_stop
return @bgs_stop.call if(@library != ::FmodEx)
::FmodEx.bgs_stop
end
def me_play(file_name, volume = 100, pitch = 100)
volume = volume * @master_volume / 100
return @me_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
file_name = check_file(file_name)
::FmodEx.me_play(file_name, volume, pitch)
end
def me_fade(time)
return @me_fade.call(time) if(@library != ::FmodEx)
::FmodEx.me_fade(time)
end
def me_stop
return @me_stop.call if(@library != ::FmodEx)
::FmodEx.me_stop
end
def se_play(file_name, volume = 100, pitch = 100)
volume = volume * @sfx_volume / 100
return @se_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
file_name = check_file(file_name)
::FmodEx.se_play(file_name, volume, pitch)
end
def se_stop
return @se_stop.call if(@library != ::FmodEx)
::FmodEx.se_stop
end
#===
#>check_file
# Check the presence of the file and return the filename
# /!\ Doesn't correct the mistake
#====
def check_file(file_name)
return file_name if File.exist?(file_name)
EXT.each do |ext|
filename = file_name+ext
return filename if File.exist?(filename)
end
return file_name
end
#===
#>loop_audio
# Function that automatically call the set_loop_points
#===
def loop_audio(sound, file_name)
filename = file_name.downcase
LOOP_TABLE.each do |i|
if(i[0] == filename)
return sound.set_loop_points(i[1], i[2])
end
end
end
end
end
[SIZE=+2]FmodEx::Sound methods[/SIZE]
Here are the methods of the FmodEx::Sound class.At the exception of initialize, the following methods can return nil.
Think check if the result is not nil before using them in calculations.
You can create a sound independently of the BGM, BGS, ME and SE by using the "new" method of FmodEx::Sound (with the arguments of the initialize method).
initialize(filename, volume = 100, pitch = 100, position = 0, looping = true, streaming = true, *args)
Initialize a sound.
Arguments : filename, volume, pitch, position, looping, streaming, memory_data, dls_file_name
Optional from volume (include)
If the position is less than 0, sound will initially paused.
memory_data corresponds at a string/channel who contains the file data.
dls_file_name is the name of the dls file used to read the midis.
stop
Stop the sound (automatically release the channel and the sound)
Return true if the stop was made, false if stop isn't possible.
Raise a FmodEx::Error exception if FmodEx fails and no Fade Thread is associated with sound.
fade(time_ms)
Fade out of a sound.
The user indicate the time in milliseconds.
Return true if the sound fade was triggered, false if not.
pause(pause_state)
Pausing a sound.
The user indicates if he wants the sound to be paused (true) or played (false).
Returns requested pause status, or nil if it is not possible.
Raises a FmodEx :: Error exception if FmodEx can not paused the sound.
paused?
Retrieve the "pause" status of a sound.
Return true if the sound is in pause, false if not.
Raise a FmodEx::Error exception if FmodEx cannot retrieve the status.
set_loop_points(begin_pt, end_pt)
Indicate the loop points of the sound.
If the sound is looped, the user can indicate the begin and end of the loop in milliseconds.
Returns true if this was done, nil if this is not possible.
Raise a FmodEx::Error exception if FmodEx cannot save the loop points.
set_looping(state)
Indicate the loop possibility.
The user indicates if he wants the sound is looped (true) or not (false)
Returns the requested status, nil if is not possible.
Raise a FmodEx::Error exception if FmodEx cannot modify the sound status.
looping?
Return if the sound is looped or not.
Raise a FmodEx::Error exception if FmodEx cannot retrieve the status.
set_position(position_ms)
Indicates the playing position of a sound.
The user indicate the playing position in milliseconds.
Return the requested position if it cannot save.
Raise a FmodEx::Error exception if FmodEx cannot modify the position.
get_position
Return the actual position of the sound playing.
Raise a FmodEx::Error exception if FmodEx fails.
set_volume(volume)
Indication of sound volume.
The user indicates the desired volume between 0 and 100.
Returns the requested volume if realized.
Raise a FmodEx::Error exception if FmodEx fails.
get_volume
Returns the sound volume.
Raise a FmodEx::Error exception if FmodEx cannot retrieve the volume.
set_frequency(frequency)
Indicate the sound frequency.
Return the indicated frequency if it was realized.
Raise a FmodEx::Error exception if FmodEx cannot change the sound frequency.
get_frequency
Retrieve the sound frequency .
Raise a FmodEx::Error exception if FmodEx cannot retrieve the sound playing frequency.
set_pan(pan)
Indicates the sound pan (-100 = Left, 0 = Center, 100 = right)
Return the requested value.
Raise a FmodEx::Error exception if FmodEx cannot modify the pan.
get_pan
Retrieve sound pan.
Raise a FmodEx::Error exception if FmodEx cannot retrieve the pan.
playing?
Is FmodEx currently playing the sound ?
Return true if is the case.
Raise a FmodEx::Error exception if FmodEx cannot know what it does of the sound.
length
Retrieve the sound temporal length in milliseconds.
Raise a FmodEx::Error exception if FmodEx cannot retrieve the sound length.
[SIZE=+2]
FmodEx.init(nb_of_channels)
FmodEx initialisation.
nb_of_channels indicate the desired number of channels.
Return true if is succeed, false if already initialized.
Raise a FmodEx::Error exception if FmodEx fails in its task.
FmodEx.bgm_play(filename, volume = 100, pitch = 100, streaming = true, *args)
Play a ME.
Returns the ME sound playing.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.bgm_stop
Stop a BGM.
FmodEx.bgm_fade(time_ms)
Fade the BGM out.
time_ms is the fade out time in milliseconds.
FmodEx.bgm_sound
Retrieve the object FmodEx::Sound of BGM.
Can be nil if no BGM is played.
FmodEx.bgs_play(filename, volume = 100, pitch = 100, streaming = true, *args)
Play a BGS.
Returns the BGS sound playing.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.bgs_stop
Stop a BGS.
FmodEx.bgs_fade(time_ms)
Fade the BGS out.
time_ms is the fade out time in milliseconds.
FmodEx.bgs_sound(filename, volume = 100, pitch = 100, streaming = true, *args)
Retrieve the object FmodEx::Sound of BGS.
Can be nil if no BGS is played.
FmodEx.me_play
Play a ME.
Returns the ME sound.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.me_stop
Stop a ME.
FmodEx.fade_out(time_ms)
Fade the ME out.
time_ms is the fade out time in milliseconds.
FmodEx.me_sound
Retrieve the object FmodEx::Sound of ME.
Can be nil if no ME is played.
FmodEx.se_play(filename, volume = 100, pitch = 100, streaming = true, *args)
Play a SE.
Returns the SE sound.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.se_stop
Stops the SE.
[a id]credits[/a id]FmodEx module methods
[/SIZE]FmodEx.init(nb_of_channels)
FmodEx initialisation.
nb_of_channels indicate the desired number of channels.
Return true if is succeed, false if already initialized.
Raise a FmodEx::Error exception if FmodEx fails in its task.
FmodEx.bgm_play(filename, volume = 100, pitch = 100, streaming = true, *args)
Play a ME.
Returns the ME sound playing.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.bgm_stop
Stop a BGM.
FmodEx.bgm_fade(time_ms)
Fade the BGM out.
time_ms is the fade out time in milliseconds.
FmodEx.bgm_sound
Retrieve the object FmodEx::Sound of BGM.
Can be nil if no BGM is played.
FmodEx.bgs_play(filename, volume = 100, pitch = 100, streaming = true, *args)
Play a BGS.
Returns the BGS sound playing.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.bgs_stop
Stop a BGS.
FmodEx.bgs_fade(time_ms)
Fade the BGS out.
time_ms is the fade out time in milliseconds.
FmodEx.bgs_sound(filename, volume = 100, pitch = 100, streaming = true, *args)
Retrieve the object FmodEx::Sound of BGS.
Can be nil if no BGS is played.
FmodEx.me_play
Play a ME.
Returns the ME sound.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.me_stop
Stop a ME.
FmodEx.fade_out(time_ms)
Fade the ME out.
time_ms is the fade out time in milliseconds.
FmodEx.me_sound
Retrieve the object FmodEx::Sound of ME.
Can be nil if no ME is played.
FmodEx.se_play(filename, volume = 100, pitch = 100, streaming = true, *args)
Play a SE.
Returns the SE sound.
Arguments : filename [,volume [, pitch [, streaming [, memory [, dls]]]]]
memory is the string that contain the file in RAM.
dls_file_name is the name of the dls file used to read the midis.
FmodEx.se_stop
Stops the SE.
[size=+2]Credits[/size]
FIRELIGHT TECHNOLOGIES PTY LTD. - FMOD Ex APIEnterbrain - RGSS
Nuri Yuri - RGSS Linker, RGSS FmodEx, Audio (FmodEx)
GiraPrimal - LOOP_TABLE
Voilà, I think that the thing is complete, if you want use the RGSS linker, follow this link : https://github.com/NuriYuri/RGSS-Linker
Original topic : https://pokemonworkshop.com/forum/index.php?topic=542.msg8417#msg8417
Translator :
KaiserYoshi (He asked to post this script here :p)
Last edited: